Using VS2017’s Open Folder for Amazon Lumberyard
At first there were dinosaurs, but they got too big and fat and died. Then came Visual Studio. But it was too big and fat too. THEN game Visual Studio open folder. BOOM, perfect
At first there were dinosaurs, but they got too big and fat and died. Then came Visual Studio. But it was too big and fat too. THEN game Visual Studio open folder. BOOM, perfect
Getting started with Lumberyard 1.11 and C++. The time is now, take control of your life. Turn off the TV and Gamelife it up, GAME LIFE!!
This tutorial will go over the forgotten feature: zooming. I call this part 3.2, since I said part 3 was the last 😛
In this final RTS input edition, we complete the ability to move around our camera for any top down bird’s-eye view type game.
Also there are way too many cultural references. Sorry.
Part 2 of the tutorial on creating an RTS camera in Lumberyard using c++
This article discusses the common issues causing custom components to not show up in the editor.
If you are a power IDE user (Visual Studio, etc) then you are used to setting your own compiler switches, linker switches, pre-processor macros and many other C++ compiler/linker related options. If so you might have wondered what switches does Lumberyard build uses and where can you set your own or remove existing ones? Your […]
In this tutorial we explore creating a slice, making it dynamic, and using c++ to place the slice in the level based on a raycst.
This tutorial will make a correction to the raycasting tutorial, as I thought Lumberyard didn’t provide a raycasting method, but it does.
This tutorial will go over how to set up Lumberyard C++ development with visual code.